Platformer 'Run-Cycle'

Started by Scarab, Fri 18/12/2009 06:25:01

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Scarab

Hey all, I've been working on a platformer recently and I'm not sure about the running walkcycle of the player character.

Any suggestions/paintovers welcome  :)


Run cycle at full speed


Half speed



Stills

Peace
Scarab

Ryan Timothy B

Wow that's really small. :P

The biggest issue is the midpoint frame.  It's especially worse on full speed.  The legs look like they cross, and there is even a slight skip in the walk.

Also, he really shouldn't have glare on the front of his boot if his boot is back.  Start removing the glare when his boot starts angling backward, and perhaps have a spec of glare on his heal in the final cycle (perhaps).

Also his skin seems purple, is he an alien by any chance?

I know he's holding a gun and all, but his torso seems pretty straight.  Usually when you run your upper body is pushed forward.  I'm just not sure how you'd look while running with a gun.

Scarab

Quote from: Ryan Timothy on Fri 18/12/2009 06:57:15
Wow that's really small. :P

The biggest issue is the midpoint frame.  It's especially worse on full speed.  The legs look like they cross, and there is even a slight skip in the walk.

Also, he really shouldn't have glare on the front of his boot if his boot is back.  Start removing the glare when his boot starts angling backward, and perhaps have a spec of glare on his heal in the final cycle (perhaps).

Also his skin seems purple, is he an alien by any chance?

I know he's holding a gun and all, but his torso seems pretty straight.  Usually when you run your upper body is pushed forward.  I'm just not sure how you'd look while running with a gun.

It's not the size of your sprites that counts my friend :P

I'm not sure what you mean by 'his legs cross', should I add an extra frame in here?

The shine on the boot is there to help define the shape of the boot a bit, but I see what you mean...I'll experiment with the feet a bit.

Well the skin (which you can't really see at that magnification, and is more of a pink) is the result of the Atari 2600 palette, which was the original inspiration for the sprite:

Pitfall Harry, My first "double pixel" sprite and the final standing image

True,  didn't really animate the upper body at all, because I'm planning to make the upper body animate separately (for the shooting animation), although I'm not sure how I'll implement that yet.

Peace
Scar

Jim Reed

#3


Try this and let me know is it any better, please.

EDIT: Or better yet, try this:


Added ssome arm swing and coloured the legs a bit. Added 2px on the head (dunno if you will like that) and made some minor adjustments all around. And added a shade to the shirt.

Ketskari

In a run cycle, there is typically one frame where both feet are in the air before the forward foot touches ground.

Evil

He does look a little sloppy legged, but it's not something I'd think I'd notice much in game. He's leading his run at the waist which looks really weird, and I think Jim Reed did a great job improving that. A full on run with a large weapon light that, you'd have to run from your chest and shoulders.

Victor6

Quote from: Evil on Tue 22/12/2009 03:19:40
A full on run with a large weapon light that, you'd have to run from your chest and shoulders.

True, but if it's 'run and gun' stuff then everything from the waist up is a separate sprite for the aim direction. If you don't lock the gun in a firing position (i.e. from the hip) then it causes issues when firing and moving.

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